On Fri, Jun 22, 2007 at 08:30:24AM -0500, Lloyd Sargent wrote: > On Friday 22 June 2007 03:28, Ville Syrjälä wrote: > > On Thu, Jun 21, 2007 at 03:43:54PM -0500, Lloyd Sargent wrote: > > > Yes. Rember to set superSurfaceDesc.flags = DSDESC_CAPS also. > > This exists. So far so good. > > > If your back buffer is in video memory and you flip the whole > > surface (as opposed to a smaller region) usually the hardware can be > > told to start displaying data from the other buffer (no need to copy > > any data). > > Yes, the backing store is in video memory. I was expecting the FLIP to flip > back and forth between the two. > > Would using the following make any difference? > > windowSurfDesc.flags = (DFBWindowDescriptionFlags) (DSDESC_CAPS | > DWDESC_WIDTH | DWDESC_HEIGHT | DWDESC_POSX | DWDESC_POSY); > windowSurfDesc.caps = DWCAPS_DOUBLEBUFFER; > windowSurfDesc.width = windowPosition.GetWidth(); > windowSurfDesc.height = windowPosition.GetHeight(); > windowSurfDesc.posx = windowPosition.GetLeft(); > windowSurfDesc.posy = windowPosition.GetTop(); > > //----- now set the window's width and height and color depth > error = superLayer->CreateWindow(superLayer, &windowSurfDesc, > &windowObject);
Windows have their own backing store, ie. the window surface is always in offscreen memory and it will be copied to the layer surface when you flip the window surface. -- Ville Syrjälä [EMAIL PROTECTED] http://www.sci.fi/~syrjala/ _______________________________________________ directfb-users mailing list [email protected] http://mail.directfb.org/cgi-bin/mailman/listinfo/directfb-users
